DayZ 1.27
DayZ Explorer by KGB
 
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Файл ExplosivesBase.c

См. исходные тексты.

Структуры данных

class  ExplosiveLight
 

Функции

void ExplosivesBase ()
 
override bool IsExplosive ()
 
override void OnExplosionEffects (Object source, Object directHit, int componentIndex, string surface, vector pos, vector surfNormal, float energyFactor, float explosionFactor, bool isWater, string ammoType)
 
override void EEDelete (EntityAI parent)
 
override void EEKilled (Object killer)
 
override void OnCEUpdate ()
 
override void UnpairRemote ()
 
override void OnPlacementComplete (Man player, vector position="0 0 0", vector orientation="0 0 0")
 
string GetArmSoundset ()
 
string GetDisarmSoundset ()
 
override void InitItemSounds ()
 
void CreateLight ()
 
void DestroyParticle (Particle p)
 
void InitiateExplosion ()
 
void OnExplode ()
 
override void SetActions ()
 
override bool IsInventoryVisible ()
 
override bool IsTakeable ()
 
bool IsTimerDetonable ()
 
void Arm ()
 
void OnArmed ()
 
bool CanBeArmed ()
 
void Disarm (bool pWithTool=false)
 
void OnBeforeDisarm ()
 
void OnDisarmed (bool pWithTool)
 
bool CanBeDisarmed ()
 
bool GetArmed ()
 
void SetArmed (bool state)
 
override bool CanPutInCargo (EntityAI parent)
 
override bool CanPutIntoHands (EntityAI parent)
 
override bool CanRemoveFromHands (EntityAI parent)
 
bool GetDefused ()
 
void SetDefused (bool state)
 
void SetAmmoType (string pAmmoType)
 
void SetAmmoTypes (array< string > pAmmoTypes)
 
void SetParticleExplosion (int particle)
 
void SetParticlePosition (vector local_pos)
 set position for smoke particle - needs to be in Local Space
 
void SetParticleOrientation (vector local_ori)
 
override void OnStoreSave (ParamsWriteContext ctx)
 
override bool OnStoreLoad (ParamsReadContext ctx, int version)
 
void UpdateLED (int pState)
 HELPERS.
 
bool HasLockedTriggerSlots ()
 
void LockTriggerSlots ()
 
void UnlockTriggerSlots ()
 
void LockExplosivesSlots ()
 
void UnlockExplosivesSlots ()
 
void Init ()
 Launched from 'DayZGame.DeferredInit' to make earlier access, use, and updates impossible (downside of a non-static system)
 
static void Cleanup ()
 
void InitSpecificsExplosionEffectForSurface ()
 
void AddExplosionEffectForSurface (string surface, int effectID)
 
int GetParticleExplosionID (string surface)
 

Переменные

ExplosiveLight DEFAULT_AMMO_TYPE = "Explosion_NonLethal"
 
const string ANIM_PHASE_VISIBILITY = "Visibility"
 
bool m_Armed
 
bool m_Defused
 
ref array< stringm_AmmoTypes
 
ref Timer m_DeleteTimer
 
ExplosiveLight m_Light
 light
 
Particle m_ParticleExplosion
 particle
 
ref array< ParticleSourcem_ParticleExplosionArr = {}
 
int m_ParticleExplosionId
 
vector m_ParticlePosition
 
vector m_ParticleOrientation
 
ref map< string, ref map< string, int > > m_TypeToSurfaceParticleIDMap